.dungeon/module/models/Actor/Player.mjs

92 lines
2.6 KiB
JavaScript

import DOTDUNGEON from "../../config.mjs";
import { DiceField } from "../fields/DiceField.mjs";
function trainingLevelField() {
return new foundry.data.fields.NumberField({
initial: 0,
min: -1,
integer: true,
options: Object.values(DOTDUNGEON.trainingLevels),
});
};
export class PlayerData extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
/*
These are special data properties that will be used by ActiveEffects
to modify certain limits within the actor, allowing for neat hacks
that change these
*/
weapon_slots: new fields.NumberField({ initial: 2 }),
inventory_slots: new fields.NumberField({ initial: 0 }),
bytes: new fields.NumberField({
initial: 0,
min: 0,
integer: true,
}),
stats: new fields.SchemaField({
build: new DiceField(),
meta: new DiceField(),
presence: new DiceField(),
hands: new DiceField(),
tilt: new DiceField(),
rng: new DiceField(),
}),
skills: new fields.SchemaField({
build: new fields.SchemaField({
defense: trainingLevelField(),
magic: trainingLevelField(),
melee: trainingLevelField(),
platforming: trainingLevelField(),
strength: trainingLevelField(),
}),
meta: new fields.SchemaField({
alchemy: trainingLevelField(),
arcanum: trainingLevelField(),
dreams: trainingLevelField(),
lore: trainingLevelField(),
navigation: trainingLevelField(),
}),
presence: new fields.SchemaField({
animal_handling: trainingLevelField(),
perception: trainingLevelField(),
sneak: trainingLevelField(),
speech: trainingLevelField(),
vibes: trainingLevelField(),
}),
hands: new fields.SchemaField({
accuracy: trainingLevelField(),
crafting: trainingLevelField(),
engineering: trainingLevelField(),
explosives: trainingLevelField(),
piloting: trainingLevelField(),
})
}),
// ! Delete
roles: new fields.SchemaField({
r1: new fields.StringField({ blank: true, trim: true }),
r2: new fields.StringField({ blank: true, trim: true }),
r3: new fields.StringField({ blank: true, trim: true }),
r4: new fields.StringField({ blank: true, trim: true }),
}),
supplies: new fields.NumberField({
initial: 0,
min: 0,
integer: true
}),
respawns: new fields.SchemaField({
r1: new fields.BooleanField(),
r2: new fields.BooleanField(),
r3: new fields.BooleanField(),
}),
syncDelta: new fields.NumberField({
required: true,
integer: true,
initial: 0,
}),
};
};
};